So basically the BNF is programing language as Strunk and White rules (Grammar, punctuation and spelling) are to the English language?

Yes.

some of them hang out in our IRC form time to time. at this point in time i don't think any one is where you and are going back forth while you play with the code. I believe some time last year or late 2012 Giszo got irrilicht running in linux ... or was it the old alpha? i think he posted about it on THESE forums. We still need a back of the old forums for an archive section.

EDIT: I should mention Venomous will be away from the computer/internet for about a week or two.

and yeah i guess that makes sense to experiment with some of that and to pull in existing sr3 models.

Pulling in the existing SR3 models is not a trivial task as those are in a custom SR3 format and none of the existing engines (including Irrlicht) have a loader for them, meaning that the first task is to write a loader for those .aux files if you want to use them.

@TSJ I am also willing to spend my free time on some SR3 coding if you are also interested. Contact me through IRC, GTalk/Hangouts (my e-mail address is on my profile or drop me a PM if you can't see it). I also have Skype, Facebook, etc. if you're interested. This way we could have a short discussion session about plans and such. :-)

@TSJ I am also willing to spend my free time on some SR3 coding if you are also interested. Contact me through IRC, GTalk/Hangouts (my e-mail address is on my profile or drop me a PM if you can't see it). I also have Skype, Facebook, etc. if you're interested. This way we could have a short discussion session about plans and such. :-)

Sounds very cool

Atm we don't have anything really usefull, I have limited spare time due to cats, wife, a child and a very long drive to and from work

My status is this...

I was able to compile the code from the old alpha in visual c++ 2008 andI made a very small experiment with making a 3ds model "drive" in to the garage and last I spend time on the project I had begun making some skeleton classes for representation of the car and its various parts.

As cdouble mentioned I am away from my PC for a little while as I go through a horrific holiday season house move (if you ever decide to move house at the end of December, just DON'T, mmkay?) so I'm not hanging out in IRC. I still use Facebook though, and most of you have added me there. If you don't, PM me and I'll add you ASAP.

Anyhow, glad to see that the forums aren't dead and that people are still interested in our little project! I think 2015 is going to be our year, we have a few things on the drawing board that should provide the funding we desperately need to get people really working on SR3. Because let's be honest, nobody really wants to work hard for free, no matter how passionate they are about the project. Even cdouble hasn't mentioned it in a while, and he's been around longer than any of the current members, myself included!!

Anyways, just wanted to check in and say hi and thanks for your continued interest guys. Hopefully I'll catch some of you on Facebook, or in our chat room when I get settled in to my new digs! =)

Pulling in the existing SR3 models is not a trivial task as those are in a custom SR3 format and none of the existing engines (including Irrlicht) have a loader for them, meaning that the first task is to write a loader for those .aux files if you want to use them.

true, but I think that we should have some minimum game functionality before writing a custom aux importer.

I want to add deeper car customization than what we had in the previous alpha... for example we should be able to change crankshaft and oilpan, we should be able to change the side view mirror, we should be able to change interior stuff like gauges, seats etc...

A big part of SR1 and 2 was also the ability to customize a car beyond pure performance stuff, I think here of the stickers and the cars color, I just want to take that a step further with the new SR3

My little experiment is done in c++ from scratch using irrlicht, a garage model provided by cdoublejj and a carmodel that I worked on for the old alpha.

We could also continue on the old alpha code instead if you wish. It has some bugs that need to be sorted:

1) the wheels are placed in incorrect order when racing compared to when the car is in the garage2) some engine parts are not shown when racing3) stickers are not shown when racing4) engine parts have no influence on performance5) opponents car parts are not randomized

I have been trying to fix 1) in the old alpha but so far no luck... I did switched the wheels around so that they were placed correctly but then some of them were oriented the wrong way (hubcab was facing the car side) and the "front wheels" were suddently front left and rear left wheels instead of front left and front right wheel... I have not yet found a way around that...